Ogre

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10 posts. Alias of Sgtdrill.


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Almost have a Bard marshal done - will be posting her up shortly

edit: Accidentally typed Monk


Basically what the subject says. Trying to get into a prc early, but need some way to have 3 ranks in two different skills at 2nd level. Any ideas?

Its for Mystic Theurge... I have the 'cast 2nd level arcane and divine spells' thing licked, qualifying for that at 1st level in each class. Just need to meet the skill requirement.


Quote:

You'd still need spell slots to prepare so you'd still have to be a spell caster of that level...which I think you can pull that off with Magic Lineage and an arcane caster but the Cleric would still have to be 3rd level.

Nope.... forgemaster reduces metamagic by 1 level (minimum 0) if the spell is cast on weapons or armor. So there is your divine 2nd level spell (heightened, so it uses a 1st level slot).

You still can't take the prc until 4th because of the skill ranks, of course.


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Dwarven Mystic Theurges can be pretty sweet.

Level 1 forgemaster cleric with heighten spell feat gives you 2nd lv divine spells

Level 1 wizard/witch with magic lineage trait and heighten spell gives you 2nd lv arcane spells

Lets you start the prc at 3rd, so yer only 1 level behind on each side.


I'm actually starting a campaign this weekend that's nothing but converted 1st ed modules I had lying around the house.

Keep on the Borderlands B2
The 3rd and 4th in the Slavers series A3 and A4
Expedition to the Barrier Peaks S2
Against the Giants G1, G2 and G3
Drow series D1/2 and D3
Queen of the Demonweb Pits Q1

The hardest part was coming up with a meta plot to link them all.


Richard Weaver wrote:
How about letting them roll twice, taking the higher value? That would tend to lessen the chance of an extremely low hit point totals, but still retain the randomness of the die rolls.

I've been doing this in my games for years and years. Really works well - still have teh random element, but bad luck won't make your fighter have fewer HPs than the wizard.


Meh... for years and years (since 1st ed) my rule on 1s is that your round ends right there, no dropping weapons or anything. You just lose the rest of your attacks, or your move action if you hadn't taken one yet, etc.

Its something a little extra without being overwhelming.

For house rules I dislike, I'll echo a previous poster - overcomplicating existing rules for the sake of 'realism' (as if the word has any meaning in a fantasy game).


Lyingbastard wrote:
Winterwalker wrote:
Lyingbastard wrote:
SgtDrill - is Boxing available as a secondary skill? I don't have the book in front of me.

Doesn't look like it is sir.

Secondary SKills
Physical
Hand to Hand: Basic
*Hand to Hand: Martial Arts
Athletics (general)
Body Building
Climbing
Prowl
Running
Swimming

I didn't think it was, but if it was, like it appears in SgtDrill's character write up, I was going to switch it out with something else. That extra attack per melee and automatic KO with a natural 20 are too good to lose.

Whoops! Good catch - thanks :)

I'll pick a replacement tonight once I get access to the book.


Three things I see, Ekeebe.

One: What size are you? Don't forget to apply all the stat mods for your size, and if you need extra Bio-E you can sell off size levels.

Two: What's your SDC?

Three: Everyone is required to either take at least partial human speech, or the psionic power that lets you talk to others mentally (Edit: Telepathic Transmission, 5 Bio-E) - at least, that's what the book says. WW could make an exception, natch :)


And here's SgtDrill's character :)